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  Building the Source  (Read 1109 times)
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Offline Alistair_Dickie

Senior Newbie




Java games rock!


« Posted 2005-02-15 00:29:02 »

I am just new to Xith3D and intend to give it a go in a game. My aim this morning was to download, build and run the tests in my IDE. It all worked pretty well but I want to report a few glitchs.

I first built using ant and all went well. Then I tried just compiling the source trees from within the IDE. The few errors were:

- In com.xith3d.sound.loaders.test.TestOggLoader, om.xith3d.sound.drivers.joal.test.TestSoundDriverImpl, com.xith3d.spatial.bounds.SphereTest and com.xith3d.terrain.TestTerrain the compiler did not like the fact that TestCase does not have a public no arg constructor.

- I had to exclude com.xith3d.spatial.bounds.Sphere test from the compile as from line 183 to 187 it could not recognise the method classify(Vector3f)

- The class org.xith3d.test.Xith3DTestCanvas had to be excluded as I did not have the net.jtank stuff. This also meant org.xith3d.test.Xith3DGeomTest had to be excluded.

Regards,

Alistair
Offline William Denniss

JGO Coder


Projects: 2


Fire at will


« Reply #1 - Posted 2005-02-16 05:05:02 »

unless you have a specific need, just use the already compiled xith3d.jar and xith-tk.jar files.

Make sure you have all the required third party tools.

For the org.xith3d stuff you will need the HIAL input library.

I assume you followed the xith.org tutorial?

Will.

Offline Alistair_Dickie

Senior Newbie




Java games rock!


« Reply #2 - Posted 2005-02-16 08:25:52 »

I do not really plan to modify the source but there is no documentation like source so I thought I would take a look.

BTW I just got your ASE loader working after building a few things in 3ds. I even got the materials (well texture maps) to work. This should make things much easier for me.

I did not follow the tutorial step by step but am mildly familiar with Java3D, altough I have not really used it for a few years.

Regards,

Al
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